Maybe in WoW you are referring to normal Dungeons. But the end game WoW is hard for ever specific job/class.I just want to vent to you fellow tanks off an assumption of mine.
I've recently tanked dungeons with people who obviously aren't strangers to MMO's because of they way they understand dungeoning mechanics.
However tanking in this game is hard because of how (My assumption) Warcraft evolved tanking to be so faceroll.
DPS classes I play with automatically start going buckwild on mobs I just pulled (Namely Bards and BLM) before I can even get a Savage Blade or Flash on them.
These people are so used to faceroll tanking and instant aggro from WoW that it makes tanking frustrating and them rage at me for not having aggro.
Vent end. Have you guys had similar experiences?
Maybe in WoW you are referring to normal Dungeons. But the end game WoW is hard for ever specific job/class.I just want to vent to you fellow tanks off an assumption of mine.
I've recently tanked dungeons with people who obviously aren't strangers to MMO's because of they way they understand dungeoning mechanics.
However tanking in this game is hard because of how (My assumption) Warcraft evolved tanking to be so faceroll.
DPS classes I play with automatically start going buckwild on mobs I just pulled (Namely Bards and BLM) before I can even get a Savage Blade or Flash on them.
These people are so used to faceroll tanking and instant aggro from WoW that it makes tanking frustrating and them rage at me for not having aggro.
Vent end. Have you guys had similar experiences?
WoW is extremely easy even for Hardmode fights. The only difficulty in the game comes from "Get some gear to overcome the boss hitting harder then before and having more hp". Like 99% of games, moving out of things is the easiest part of a "hard fight" but where everyone fails because movement is very hard apparently.
To get realm first, the only way to grab the achievement for your guild is to kill everything UNDERGEARED, that means using gear from the previous patch. You certainly are a long way from decent to say that gear is needed to overcome bosses. In fact there are a lot of achievements that require you to wear not exceeding a certain ilvl of gear and finish those raids. If put into FFIXIVARR it would probably require you to finish Coil with no more than ilvl 55 gear.WoW is extremely easy even for Hardmode fights. The only difficulty in the game comes from "Get some gear to overcome the boss hitting harder then before and having more hp". Like 99% of games, moving out of things is the easiest part of a "hard fight" but where everyone fails because movement is very hard apparently.



I don't blame WoW for bad dps. I blame the mother of the bad dps for not swallowing them down when that special moment was coming.
Well in WoW aside from specific design choices in an encounter, a tank when played right was never meant to lose aggro at all, and DPS could blast off right away. Here DPS can't just blast away, and you don't have a taunt that is reliable. Though I believe this game has it much easier on a skill level in terms of reflex time and other aspects.

I compare this game to early early WoW, since back then aggro was an entirely different game then it is in the current iteration. Even worse as there was no visible way of determining how well you were doing on aggro. Like here the DPS have to give the tank a headstart before they open up, and they have to be aware of their own aggro else they make life hard for the group.Well in WoW aside from specific design choices in an encounter, a tank when played right was never meant to lose aggro at all, and DPS could blast off right away. Here DPS can't just blast away, and you don't have a taunt that is reliable. Though I believe this game has it much easier on a skill level in terms of reflex time and other aspects.
People just need to get used to this older style.

Actually your target mob has a colored dot that shows threat, green being none, yellow moderate, red = it's on your ass. DPS should all use that but most likely don't notice it because it is small.I compare this game to early early WoW, since back then aggro was an entirely different game then it is in the current iteration. Even worse as there was no visible way of determining how well you were doing on aggro. Like here the DPS have to give the tank a headstart before they open up, and they have to be aware of their own aggro else they make life hard for the group.
People just need to get used to this older style.

I recently rolled DPS after playing WAR for a bit, and I'm really starting to see the problems tanks face when even just one DPS attacks out of order and doesn't switch over. The tank has to readjust, they often can't swap markers, I usually have to swap targets to allow the tank to recover, and the other DPS often crys fowl and demands heals. I guess I've been lucky when I've tanked.
Paint me insane, but I'll sometimes get some hate to do haymaker/feint. However, I always tell the healer beforehand that I have self-heals, and that they should focus on the tank. This really only applies to the first 1/2 of the game, as DPS have more options with their job.
As hectic as this aggro system might be towards tanks, it would be extremely boring if it wasn't.

As a dps, one that played both FFXI and wow for several years each, I try very hard not to pull aggro and have done so only once using Bane of all things. My biggest issue is that most people don't mark targets so I have to sit there waiting to find out which mob the tank is hitting on before I start nuking. The few that do mark usually make for a nice smooth run every time.
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